Major League Baseball 2K7 Walkthrough :

This walkthrough for Major League Baseball 2K7 [XBOX 360] has been posted at 12 Jan 2010 by kane123 and is called "FAQ". If walkthrough is usable don't forgot thumbs up kane123 and share this with your freinds. And most important we have 2 other walkthroughs for Major League Baseball 2K7, read them all!

Walkthrough - FAQ

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Major League Baseball 2K7
Xbox 360
_______________________________________________________________________________
==============
-Introduction-
==============
Welcome to my FAQ. This is meant to provide a good strategy and technique to
help you succeed in Major League Baseball 2K7 for the Xbox 360. It can be
used to help with the other platforms, but not guaranteed to be effective.
Everything from hitting to baserunning to pitching can be improved by using
this guide.
Version 1.00
Email: willgardner1020@gmail.com
================
-Copyright Info-
================
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
-Thanks to Chad Valentine for the correction of the batter's eye section.
The following sites have permission to display my FAQ:
GameFAQs-
http://www.gamefaqs.com/console/xbox360/file/936391/48638
SuperCheats-
http://www.supercheats.com/xbox360/walkthroughs/majorleaguebaseball2k7-
walkthrough02.txt
=================
-Version History-
=================
-0.25
First Version, Includes the offense section only.
-0.60
Second Version, Includes the offense and pitching sections.
-1.00
First Complete Version
-1.10
Fixed an error in Section 1.6 (Batter's Eye).
==========
-Contents-
==========
1.0 Offense
1.1 Swing Stick
1.2 Classic Swing
1.3 Bunting
1.4 Baserunning
1.5 Baseburner, Leads & Stealing
1.6 Batter's Eye
2.0 Pitching
2.1 Breaking Points
2.2 Strength Meter and Accuracy
2.3 Catcher Position
2.4 Payoff Pitches
2.5 Starters, Relievers, and Closers
2.6 Pick Offs
3.0 Defense
3.1 Ground Balls
3.2 Fly Balls
3.3 Double/Triple Plays
3.4 Athletic Plays
=============
-1.0 Offense-
=============
~~~~~~~~~~~~~~~~~
-1.1 Swing Stick-
~~~~~~~~~~~~~~~~~
The Swing Stick is basically a means to more actively control the trajectory
and direction of your hit. It is also the default setting for all new users.
To use it effectively, you must first pull down on the right control stick to
start your batter's step. The best time to do this is to is when the pitcher
releases his pitch. To influence a line drive, just release the stick when the
ball crosses the plate.
To influence high fly balls and home runs, you must push the stick forward from
the back position when the ball crosses the plate.
To influence where your hit will go on a non power hit, move the stick in a
circular motion to the left to influence a hit to left field, and to the right
to influence a hit to right field. If you do not move the stick, you will
most likely hit the ball to center field.
To influence where your hit will go on a power hit, instead of pushing the
stick forward, push in to the upper left for a hit in left field, and to the
upper right for a hit to right field.
~~~~~~~~~~~~~~~~~~~
-1.2 Classic Swing-
~~~~~~~~~~~~~~~~~~~
The Classic Swing is the easier of the two hitting styles. Using only one
button, the A button, you can swing when the ball crosses the plate and won't
have to worry about starting your step when the pitcher releases.
To influence a normal line drive/grounder, just hit A when the ball crosses
the plate.
To influence a hard grounder, pull the right stick down and hit A when the
ball crosses the plate.
To influence a fly ball and home runs, push the right forward and hit A when
the ball crosses the plate.
~~~~~~~~~~~~~
-1.3 Bunting-
~~~~~~~~~~~~~
Bunting is a great way to diversify your offensive attack in MLB 2K7. There
are two different types of bunting in the game. They are sacrifice bunting
and drag bunting.
Sacrifice bunts are used, obviously, to advance runners into scoring position.
To try for a sacrifice bunt, click the right stick or press Y before the
pitcher begins his windup. To aim your bunt, pull the left or right triggers
in line with the arrows at the bottom of the batter's box. Click the right
stick or press Y again if you think the pitch is bad for a bunt.
Drag bunts are a new addition this year for MLB 2K7. Drag bunts allow you to
preform a bunt at the last minute with the hope of catching the defense off
guard to get a base hit. To preform a drag bunt, click the right stick or
press Y after the pitcher has released the ball (while the ball is in flight).
You will have a small window of opportunity during which to influence where
your bunt will go. Again, use the left and right triggers to make the ball go
to the left or the right respectively.
Note that the better a player's bunt rating is, the better their bunts will
travel and the better you can direct the bunt.
~~~~~~~~~~~~~~~~~
-1.4 Baserunning-
~~~~~~~~~~~~~~~~~
The baserunning controls are easy to grasp in MLB 2K7. All you need to
remember is this, bumpers control all baserunners, and triggers control single
baserunners. Also remember that when advancing or retreating a individual
runner, you are always given control of the lead runner by default. To pick a
different runner, press the corresponding button to the base the are currently
on. (A for First, B for second, and Y for third.)
When a ball is hit into play, a baseball diamond will appear faintly on the
screen and will take up almost the entire screen. You will see all of your
baserunners in their own square running around the diamond. This is how you
will judge how many bases your runners will advance.
Inside each individual runner square, you will see a small number. That
number is where the runner will stop running. Will each click of a bumper,
ALL the baserunners' numbers will increase or decrease by one. With each pull
of a trigger the individual runner selected's number will increase or decrease
by one.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-1.5 Baseburner, Leads & Stealing-
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sometimes getting a base hit is not enough. Sometimes you need a good jump to
avoid the double play, or a steal to get a runner in scoring position.
Increasing and decreasing leads is simple. Simply pull the left trigger to
increase all leads by one step and pull the right trigger to decrease all leads
by one step. Be careful though, because the more your baserunner leads off,
the higher his odds of being picked off by the pitcher.
Before deciding to attempt a steal, consider the following questions:
Is my baserunner fast?
Am I facing a good catcher?
Is this a good risk at this point in the game?
Has the pitcher been throwing to first base frequently?
If the answer to any of these questions is no, you might want to rethink
stealing a base at that point in time.
If you have decided to steal a base, start by increasing your lead by at least
two steps. Then push the right stick up and press x at the same time to cue
up a steal of second base. Push the right stick to the left to cue up a steal
of third base. Finally, push the right stick down to cue up a steal of home
plate. Your player will not run until the pitcher has released the ball.
Another way to steal a base is using the BaseBurner feature. This feature is
activated by pressing the B button while controlling the batter. This will
bring you to the baserunner on the lowest base. Push B to cycle through all
of your baserunners and then back to the batter. To lead off, push the left
stick left or right. To get back to base, pull the left trigger. To steal,
pull the right trigger. Note that while in the BaseBurner mode, your runner
WILL NOT get back to base automatically when the pitcher attempts a pickoff.
Also note that when you pull the right trigger to steal, your player will run
as soon as you pull the trigger and not after the pitcher has released the
ball.
Finally note that your best chances on stealing a base come while stealing
second base. Third base is more difficult to steal and home plate is the most
difficult base to steal seeing as normally, the catcher will be waiting at the
plate for you with the ball.
~~~~~~~~~~~~~~~~~~
-1.6 Batter's Eye-
~~~~~~~~~~~~~~~~~~
The Batter's Eye is an important part of offense in MLB 2K7. The Batter's Eye
essentially lets you guess at where the pitcher will locate his pitch. It
also lets you protect a certain part of the strike zone.
The size of your Batter's Eye (and therefore your odds of guessing correctly)
is dependent on how your batter is doing in the game and in recent games. If
he is on fire, he will have a large Batter's Eye. If he is cold and striking
out all the time, he will have a very small Batter's Eye.
The Batter's Eye starts out in the center of the strike zone and is invisible
by default. Click the left stick to make it visible. Or if you prefer, you
can make it always visible by changing the setting in the Options menu.
Move the left stick before the pitcher begins his windup to submit your guess.
You MUST hold the stick in position until the pitcher begins his windup. Your
guess will be locked in after the pitcher's windup has begun. If your guess
is correct, you will see a baseball sized circle where you placed your batter's
eye.
EDIT:
The circle will be red for a hot area for the batter, blue for a cold
area for the batter and white for a power area for the batter. You can check
a batters hot, cold, and power zones by looking at the batter's player card.
To protect a part of the strike zone, place the Batter's Eye where you feel
your batter is not a good hitter. If a circle does not appear, you know that
the pitch cannot be where you placed the Batter's Eye. If a ball does appear,
you can choose not swing at the pitch.
==============
-2.0 Pitching-
==============
~~~~~~~~~~~~~~~~~~~~~
-2.1 Breaking Points-
~~~~~~~~~~~~~~~~~~~~~
The most important pitching concept to grasp in MLB 2K7 is the breaking points
of the pitches. No memorization is necessary here, just playing a few
exhibition games will be enough for you to be well versed in the nature of the
pitches.
To begin the pitch, you must put the small circle where you would like your
pitch to break. Note that for many pitches, the area where your circle is will
not be place that the pitch will cross the plate. The final point will be
affected by the nature of the pitch you are throwing.
The only pitches not affected by breaking points are the fastball and the
change-up. All other pitches thrown will break a certain way. Pull the right
trigger to see how each pitch will break. The "Pitchers' Pallet" in the
bottom right corner will change from the name of the pitches to the way the
pitch breaks. The more power you put on a pitch, the more it will break.
This is explained more in the next section.
Don't get to comfortable with the way these pitches break however, because the
directions will flip when a right handed pitcher is replaced with a left handed
pitcher or vice versa. The only pitch that is an exception is the sinker.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-2.2 Strength Meter and Accuracy-
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Strength and the Accuracy of your pitches are directly related. Naturally
the more strength you put on your pitches, the harder it is to make them go
where you want them to go. The harder you hold down the pitch button,
the more strength your pitcher will put on it.
When you first depress the pitch button, four brackets surround the pitch
circle. The brackets get farther from the circle the longer you hold down the
pitch button. Once you are satisfied with the power you've put behind the
pitch, release the button. The brackets will fall back in on the circle once
the button is released. You must then push the button again when the brackets
are directly on the circle. The closer you are at getting the timing right,
the more accurate your pitch will be.
As discussed earlier, the more power put behind your pitch will determine how
fast the brackets come in on the circle. The more strength, the faster the
brackets will go and the harder it will be to make your pitch accurate. On the
other hand, putting less strength on the pitch makes it easier to make your
pitch accurate.
Note that if you fail to push the pitch button the second time, your pitch will
be incredibly inaccurate and may even make it pass the catcher allowing runners
to advance or even score. Also note that when holding down the pitch button,
the controller will vibrate when the brackets are about to snap back by
default.
~~~~~~~~~~~~~~~~~~~~~~
-2.3 Catcher Position-
~~~~~~~~~~~~~~~~~~~~~~
While pitching, your catcher will suggest positions and pitches for the current
batter. The location of his glove is his position suggestion and the pitch he
suggests will be highlighted. Note that his location suggestion will be the
final position of the ball and NOT the breaking point.
The catcher suggestions are not always the most effective for the situation
and/or the batter. You do not have to follow his advice nor do you have to
move his glove using the the left stick. Unless of course, you are attempting
a Payoff Pitch, discussed in the next section. The catcher's rating will
determine how good his suggestions are suited for the situation.
~~~~~~~~~~~~~~~~~~~~
-2.4 Payoff Pitches-
~~~~~~~~~~~~~~~~~~~~
Payoff Pitches are an important part of pitching in the game. Payoff Pitches
are pitching situations that are very pressure filled. Situations include
going for the third strike on a batter, pitching with the bases loaded, a
showdown between past teammates, ect.
Payoff Pitches are opportunities to increase your pitcher's ratings for the
duration of the current game. When the catcher sets up his position, a
rectangle will appear in the area of the catcher's glove indicating a Payoff
Pitch opportunity. To accomplish the Payoff Pitch, you must make the ball go
through that rectangle. It can either be straight on a fastball or change up
or breaking into or through the circle on a breaking ball.
If successful, the number rating of the pitch thrown will be surrounded by red
and the number will go up. If you fail, the number rating will be surrounded
by blue and the number will go down. Note that a strike will never cause your
ratings to go down, even if you miss the target. Also note that you can click
the left stick to forfeit the opportunity to attempt a Payoff Pitch.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-2.5 Starters, Relievers, and Closers-
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In MLB 2K7 and in real Major League Baseball, pitchers are separated into three
categories. The are, as the title suggests: Starters, Relievers, and Closers.
Pitchers from these categories are generally not interchangeable.
Starters are obviously the pitchers that begin the game. They do not need to
be warmed up manually by you, they will be ready when your first inning of
defense begins. When your starting pitcher needs relief for whatever reason
(he is tired, he is doing poorly ect.) you would not replace him with another
starter.
Relievers are pitchers that replace the starting pitcher or another reliever.
These pitchers are generally less skilled ratings wise, because they are not
required to work as many innings as the starter are. Unlike the starters, you
are required to warm up the relievers before using them to avoid injury.
Closers are pitchers that are called upon to end the game. They are usually
used to retire the opposing teams final batters so that the team the closer is
on can win. They also have to be warmed up before use. When you are ahead in
the 9th inning and are ahead by three runs or less, your closer can be called
in to try and accumulate a save. Obviously, if you lose the game or take out
your closer, you will not get the save.
~~~~~~~~~~~~~~~
-2.6 Pick Offs-
~~~~~~~~~~~~~~~
Pick Offs are an important part of defense in MLB 2K7. They can be either to
a base where there is currently a runner, or to a base a runner is currently
trying to steal.
To throw a pick off to a base with a runner on it, pull the left trigger to
see the lowest base with a runner on it. The orange bar underneath the runner
indicates how fast he is, the more orange, the faster he is. Push the button
corresponding to the menu at the bottom of the screen to throw a pickoff. To
aim your throw up or down, hold the left stick up or down. Throwing down gives
a higher probability of getting the runner out, but also a higher possibility
of an error being committed.
To try and throw out a runner trying to steal a base, press the base being
stolen and it will transfer you to a view of a catcher peering out from behind
of a catcher's mask. You must then move the cursor to base level and then push
the base's button again as brackets similar to the pitching interface come in
on the cursor. If you think a runner is going to steal, you can attempt a
pitch out. This is used to throw a very outside pitch to the catcher in an
attempt to get a more precise throw to the base being stolen.
=============
-3.0 Defense-
=============
~~~~~~~~~~~~~~~~~~
-3.1 Ground Balls-
~~~~~~~~~~~~~~~~~~
Ground balls are one of two categories that a ball in play can be in. They are
pretty simple to field. Once contact is made, you will automatically be given
control of the best player to make the play. Note that you can pull the left
trigger if you think that another player is better suited to play the ball.
The CPU will cycle through the other fielders, starting with the one closest to
the original fielder.
First, locate the ball and judge whether it is coming right at you or not. If
it is coming right at you, move your player to the ball without any deviation
in his path. DO NOT let the ball come to you by not moving your player. This
will decrease the probability of getting the runner out. Throw the ball to the
base of your choice, the A, B, Y and X buttons on your controller represent a
baseball diamond. A is for home plate, B for first base, and so on.
If the ball is not coming straight at you, you will have to cut it off. Move
your player to the left or right to cut the ball off. You may even have to go
deeper in the infield or even range into the outfield if the ball is hit
especially hard. Once you've got the ball, throw to the base of your choice as
described before.
Note that you do not have to press any buttons to pick up a ground ball, it
will happen automatically when you are close enough. Also note that if you
have enough time before the runner gets to his base, stopping your fielder and
then attempting your throw dramatically reduces the possibility of an error
being committed.
~~~~~~~~~~~~~~~
-3.2 Fly Balls-
~~~~~~~~~~~~~~~
Fly balls are the other category that a ball in play can be in. They are a
little more difficult to field. Once contact is made, you will be given
control of the closest fielder and you will see a large circle appear on the
field. This is where the ball will likely land. A faint white bar will
appear on the field leading to the circle. This is the ball's flight path.
The white bar will fill up as the ball gets closer to coming back to Earth at
the indicated spot. The circle will likely shift depending on the strength of
the wind at that given time.
Move your player into the circle, it will turn from blue to red when he is
positioned correctly. Wait for the ball to come into his glove, and shift your
player with the circle whenever appropriate. If you are trying to catch a
runner too far off the base, throw to the base in question using the method
described before. If you get the ball there before he gets back and he has not
tagged up yet, you will turn a double play.
If you cannot get to the circle before the ball lands, you will have to play it
like a ground ball, described in the previous section. Additionally, if you
see your selected fielder start running away from the circle, it means that the
CPU has decided that you will not be able to make the catch, so you are going
to try and cut the ball off so it does not roll to the wall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~
-3.3 Double & Triple Plays-
~~~~~~~~~~~~~~~~~~~~~~~~~~~
The most common type of double or triple play is one where a ground ball is hit
to an infielder who then has enough time to get one or even two baserunners out
and then throw over to first base to get the batter out. Note that triple
plays are possible under extremely rare circumstances and are even harder to
execute.
Before pitching to a batter, be sure to note your situation. Say you have a
runner on first with one out. You decide that if a grounder is hit to one of
your infielders, then you will try for the double play. Another situation,
there is a runner on first, but you already have two outs. You note that since
you already have two outs, the double play is not necessary and you can just
throw to first. Be sure to account for all possible scenarios because if you
try for a double play without actually needing two outs, you put yourself at
unnecessary risk for getting no outs at all. Note that grounder double plays
with only a runner on second or third rarely work because there is nothing
forcing the runner to leave the base. Just throw to first in those situations.
Another type of double play is one where a fly ball is hit and a baserunner
leads of the base too far and cannot get back. These types are rare, depending
on which difficulty setting you are playing on. They are also pretty simple to
execute. Focus on catching the ball, and then throw to the base that the
runner was on before contact was made. If the batter has already tagged up,
you will not get the out by throwing to his original base, you must try and tag
him out at the base he is running to.
~~~~~~~~~~~~~~~~~~~~
-3.4 Athletic Plays-
~~~~~~~~~~~~~~~~~~~~
One of the most exciting things in baseball is an infielder diving on the
ground to stop a grounder heading for the outfield or an outfielder robbing a
home run from a batter. In MLB 2K7, you have the ability to make such plays.
During any in-game situation, there may be a ball hit in the air or on the
ground that is just a bit to far out of reach for your fielder to make a play
on. Missing that ball will definitely allow a base hit and can cause runs to
score if there are already batters in scoring position.
When the time is right for an athletic play, you will see an icon next to your
player that is basically the right control stick with the athletic play that is
possible underneath it. This icon is telling you to flick the right stick in
the direction of the ball to attempt the athletic play displayed. This can be
diving for a grounder to stop it from leaving the infield, sliding or diving
for a fly ball that is coming down too fast or even climbing on the wall to rob
a home run.
Note that even though the icon for an athletic play is displayed, it might not
be completely necessary to attempt the dive, climb or slide to make the play on
the ball. Attempting an athletic play when not necessary can result in an
error being comitted.